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shaunclinton

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Everything posted by shaunclinton

  1. Re: DEX: and the Marvel Universe Another thing I'd like to say is that I think Cap probably has a few levels with his Acrobatics. He does seem fairly athletic but I don't think it's a product of natural ability and nothing else. Most characters in comics who are particularly athletic seem to come by it through 'experience' and 'training' (two of comic-doms most ridiculous conventions!) which grant them such abilities. Characters who have natural superhuman athletic capabilities are actually fairly rare - Spider-man, Beast and a few others. I'd personally put Cap at around DEX 24 and I'd make sure he has enough skill levels to put Acrobatics up to around 16- or so.
  2. Re: DEX: and the Marvel Universe Hmmm, okay! Well, I don't want to get toooo flamed, so the following is my opinion only, but I hope it'll make sense to some people and might be a good alternative as it's worked for me for a long time. Personally I think something which should be taken into account (and I've mentioned it elsewhere) in this debate is Active Points costs. To me this makes the most sense in terms of defining 'Superhuman' characteristic levels. So in this respect I consider all 'normal' (excluding Batman, Nightwing, Punisher, etc. I mean really normal) characteristics to be equivalent up to a characteristic value of 20. Thus a DEX 20 character is at the same level of agility as a STR 20 character is of strength. So on and so forth. However beyond the 20 mark I look at the Active Point cost to determine 'equivalence' (only the AP's above 20 though.) So STR 30 (Char 20 + 10 APs) is equivalently 'super' to CON 25 (Char 20 + 10 APs), which is in turn identically 'super' to DEX 23.33 (You get it by now! Though I usually go with 24 DEX here.) It's by no means completely robust or the be all and end all, but it works for me and I find it especially useful for conversions from other systems where direct translation doesn't always work very well. For example in Shadowrun baseline human stats run 1-6 with 9 absolute limit (which handily looks a lot like champs 20/30 limits) but with augmentation they can go much higher. So at first it seems that multiplying stats by 3.33 works fairly well. And it does for normal joes... SR Human Str 6, Quickness 6 becomes HERO Human STR 20, DEX 20 However augmented boy doesn't come over so well... SR AugHuman Str 15, Quickness 15 becomes HERO AugHuman STR 50, DEX 50 In other words a monstrosity. If we use my system here we take the 20 away from the DEX and convert it into APs, 30 of them, which translates to 10 DEX on top of the 20, which gives us the far more reasonable... HERO AugHuman STR 50, DEX 30 Anyway, I hope that you found something useful in that ramble! That's the way I've always looked at it... of course it doesn't stop me from letting 'normal' humans exceed the limits and go into superhuman territory, as long as it makes sense for the character. For example, I wouldn't limit Nightwing to DEX 24, as that would just mean that the player would spend a fortune on CSLs, DEX Based Skill Levels, Lightning Reflexes and the like all to simulate the character as portrayed in the comics - the mechanic is identical for all intents and purposes if I let him have a superhuman DEX, so I'm happy with that.
  3. Re: DEX: and the Marvel Universe Whilst the difference between 11- and 13- might not seem like much, you have to remember that it increases the odds of success by 21.3%, which is fairly substantial. My own opinion is that most normal humans range from 10-20 DEX, but that normals with exceptional training can go as high as 30, even the best athletes might only approach 21 or so... maybe as high as 24, but we all know that no matter how much an athlete trains it doesn't provide him with the same level of DEX that someone like Nightwing has, after all, jumping off of roof-tops is the best form of excercise. If you give Cap a 25 DEX (and I'm not saying I would) then a no modifier DEX roll comes out as succeeding 9 times out of ten, compared to a normal persons 6 times out of ten. That seems not bad to me. It gets better when performing difficult tasks, a -3 modifier means the normal fails 3 times in 4, whilst Cap can still take confidence in his 6 times in 10 record of success.
  4. Hi Steve. I was just wondering whether or not it's legal to make Casual STR attacks as a zero phase action. It seems to make sense given that a casual slap from someone sufficiently strong wouldn't take much effort and would be damaging to a normal person, but it seems like a hefty advantage to give high STR characters.
  5. Re: villain vs villain A problem that I've always encountered in 'villain' games is that the PC's become quite quick to take advantage of situations and genre conventions they know exist from their time as heroes. Things which villains use well as part of a planned adventure or in the hands of the GM tend to be used by PC's in horrendous ways. Not a Hero example, but in Warhammer there was a level 4 necromany spell called Wind of Death that caused enough damage to pretty much kill most normal people within 2400 yards, and could be cast several times a day. An NPC villain isn't going to walk into a busy city and cast it three times in quick succession... but a PC might well employ such a tactic. If you have responsilbe PC's then you might not have any problems, but I've seen this sort of approach creep into even sensible players when allowed to 'cut loose' by playing a villain. The other problem is foiling their plots and the negative feelings this can cause. In comics, most times the Mayor is taken control of it would go completely undetected if not for the villain making a mistake or the hero (or someone who contacts the hero) noticing something or stumbling upon it. One thing players hate is GM fiat, and a lot of the time that's what it will feel like to them when you rumble their best laid plans. In comics/heroic adventures the villain will usually make a mistake, if we assume your players have made no mistakes then the heroes have to somehow 'stumble' (I use loosely as there are a lot of ways they can find out, all lumped as effectively stumbling into it) upon the plot in order to have a chance of foiling it. This works fine when your players are the heroes, but as the villains they may feel that as GM you're just trying to ruin their fun. Of course... this then leads to them getting away with said plans time and time again which leads to complacency and... well, you get the gist of it. Say there's a huge gathering of world leaders, like the G8 summit or some UN thing. In comics/heroic adventures a villain shows up to kill them all... but he doesn't usually manage to kill anyone before the heroes show up to stop him. If the PC's are the villains though this isn't going to wash. Nucleon Man surprises the heroes present when he leaps out of the catering staff and before anyone can do anything he uses his AOE attack to kill Bush, Blair, Chirac, Schroeder and whoever else happens to be about. Much wailing and gnashing of teeth ensues. Morality comes into a lot of things and the fact that being evil is so easy in a roleplaying game. A real guy picks up a gun, goes into a crowded shopping centre and starts firing. A handful of people dead and probably a few injured. A character in a roleplaying game does the same and barring any heavy duty security measures or instant police response times they could kill a lot. In real life things don't work like that for inexplicable (well, not inexplicable, but long-winded) reasons. My villain isn't a video store clerk who jerks off too much, he's a DEX 18 SPD 4 machine who gets a hold of an AK, has 2 skill levels with it plus some penalty skill levels and uses it 20 times a minute for 5 minutes, he hits his DCV 3 targets as they flee 98.15% of the time, if they have the sense to dodge he still hits 83.8% of them. 90.74% of them take the two bullets that virtually assure death and the other 7.41% I hit get a second bullet to make sure. As long as there are enough people around I'll probably kill 85+ of them (taking into account 2d6+1 damage, bleeding, etc.) You need to think of ways around these things. Another thing you have to consider is the total lack of morality. Most people behave a certain way and would never do certain things, and in game most people behave in a similar manner because they're playing heroes. When you suddenly switch to controlling the villains a lot of players take it into their head to do heinous things that they would never even dreams of (and neither would most villains!) because it's 'only a game'. In short, I've found that villain 'events' are fun for one-offs or short storylines where the PC's get to be nasty (or my fave, one nasty group and one heroic group of PC's facing off) but in general a long running villains campaign is beset by problems which while possible to overcome, can be troublesome. Hope that helps.
  6. Re: Spiderman Vs. Firelord A few clarifications. The Spidey vs. Firelord fight was in Amazing issues 169 & 170, not long after Secret Wars II... and in fact when his spidey sense reacts to Firelord's presence he thinks at first that that it might be the Beyonder. So it all happened after the Secret Wars. At the end of the issue Spidey is at the end of his tether, but he most certainly does not collapse from exhaustion, or even appear particularly fatigued by his 'feat'. In fact it looks like Spidey could continue pulverising him if he wasn't down already. He has the Black costume in the issue, but it was from when he was switching back and forth between that and the Red/Blue one and it is indeed cloth and not the symbiote. It's also been made fairly explicit that the symbiote never augmented Spidey's powers in any way... the reason it enhanced Eddie Brock was because he was just a normal guy, it apparently didn't do anything for Spidey because he already had powers. Although (and I can't think of this off the top of my head) I'd be intruiged to see if he lost his powers at any point whilst he was using the symbiote costume. Now onto other things... There was a point made a while back about how Damage Reduction is a system cheat of sorts. In actual fact I think Damage Reduction is an excellent way to represent damage reducing potential. For example, in real life a big guy struck by an identical blow to a smaller guy will take some proportion (dare I say - a percentage!) less damage than the smaller guy (not in all cases, but in most) because he is proportionately larger (and no, I don't suggest for a minute that the proportions are the same. Double size is not half damage!) At some levels PD, ED and the like don't model that very well because it can become an all or nothing event, whilst Damage Reduction simulates it very well. I've actually toyed with making Damage Reduction a bit less granular and maybe making it available in 5% blocks, so you could have 10% or 55% or whatever other figure takes your fancy, within reason of course! I just can't be bothered working out some sort of points cost for it that takes in the current costs and allows it not to become too common.
  7. Re: Spiderman Vs. Firelord However, Thor and the Silver Surfer have both felt Spidey's blows before now. Admittedly only slightly, but they can feel it a wee bit.
  8. Re: Spiderman Vs. Firelord Howdy all, well, I just went out and bought the comic concerned... Hmmm... Hmmm... Hmmm... Well, I'm a big Spidey fan, but somehow I struggle to get my head around this one. If it wasn't for the whole "What is a meteor the size of a small planet to Firelord!" stuff at the start I could almost accept what happens later, but it seems to me that the only thing that did any real damage to Firelord was when Spidey cut loose on him. It's a bit of a struggle... I think that with move-through style maneuvers and the like it could've been a little more believable, but the whole Spidey = Flash thing didn't really work for me. Tom DeFalco obviously had some sort of point to prove! Anyway, I'm going to not write it off completely, Spidey has a chance, but just not the way it went down in the book IMO.
  9. Re: O.m.a.c. Couldn't she get GL to whip her up some bright green eyes? Or maybe Cyborg could hook her up with the same guy that did his! When you think about there isn't an excuse for anyone in the DCU, especially not super-heroes, to suffer from any kind of disability!!! Oracle really needs a visit to the purple ray zone, you'd think Bats would hook her up... hmmm, maybe he's happy having her behind the desk so to speak!
  10. Re: O.m.a.c. Why hasn't she cracked out a purple ray to fix her eyes?
  11. Re: O.m.a.c. I'd second the Ragman for Spectre likelihood... plus seems like a (reasonably) legitimate way to spice up both characters if they keep the 'rags' schtick. As for BB, he'll be back when he's needed with no doubt a super-upgrade. I'm quite intriuged as to how Batman is gonna handle his three (more?) O.M.A.C. drones (programs? robots?) in the next ish, although Supes made extremely short work of one this week and Batman is the creator and all. So which book do you think Infinite Crisis will spawn out of? I'm sure it'll pick up on elements of all the books but can't decide which will be the main one. Day of Vengeance seems like the most likely at the moment, but that puts me off suggesting it. The Rann/Thanagar war seems too straightforward at the moment, but then it's just kicking off. Although the story is the least interesting from my p.o.v. at the moment, I think there's a strong possibility that Villain's United could be the one to watch.
  12. Re: Deathstroke All this reminds me of the scene in GL: Rebirth when Ollie musters up this pathetic little arrow and asks "Is it always like this?" exhausted and struggling... to which the answer is "Every time." Total BS. The writer was on crack. Kyle Rayner, handed the most powerful weapons in the galaxy and starts flying around kicking @ss with it... has more willpower than Green Arrow who dedicated his life to an ideal and became the greatest archer in the world? I know the ring is controlled and to an extent limited (or unlimited if you prefer) by willpower, but it doesn't require 'superhuman' willpower. The writers assertion that for anyone other than Hal, Guy, John and Kyle using a GL Ring is so difficult flies in the face of everything that has went beforehand. Handed a ring guys like Slade, Batman, John Henry, Superman and the like could perform incredible feats. And plenty of characters in comic-don have already experience the use of a GL ring without almost keeling over. So I think Slade probably has bucketloads of EGO over Kyle, although Mr. Rayner probably has bought it up from the 12 it started at to a more respectable 20-25, I'd put Slade in the 25-30 ballpark though and go from that. The only problem with what he does is the failsafes in Kyle's ring, but if Slade is using his will to counteract Kyles, rather than to control the ring, maybe that way he can cut off the flow of will to the ring and disable it indirectly. Who knows? More likely the writer was on the same stuff they passed round before Rebirth!!!
  13. Re: Deathstroke Well, sans emotion I still think the Bat wins!!! The position they occupy in their respective universes is quite similar in some respects. But imo Bats does it better. I like Captain America a lot, don't get me wrong... but I just can't see him winning this one.
  14. Re: Deathstroke I think Cap has an edge for sure, but Batman is probably the superior fighter with more nasty gadgets. What does Cap do against nerve gas for instance! However, we've been over this so I'll let it lie.
  15. Re: Deathstroke That's by no means the only proof... In the Batman/Captain America crossover of a few years ago they seem fairly evenly matched. And need I remind you in the ill-fated Amalgam crossover Batman handed Captain America his.
  16. Re: Character Concept: Necrosia Here, this is what I'd do with this character. I've reduced the DEX a little, so any points saved in skills should go straight into DCV levels most likely. I've compensated for this with a bonus to her levels with the multipower, which may need reigned in. Overall there where several things that concerned me about the build though. Firstly the DEX was really high considering the character has no powers to justify it. Secondly, the phasing multipower seems to have a whole bunch of different slots just to give her every possibly advantage on teleport. I prefer powers that work consistently, so your teleport either has position shift or not, you don't generally have different versions with and without it. The main thing I added was a force field for protection, it's in the multipower and can only be run at a low level using full movement/attack powers. However, when the character needs more defence he can scale back his movement and attack abilities in order to pump more points into the force field. The build I've done also reduces her power levels in a sustained fight massively due to the high end cost of powers and the END reserves low recovery rate. The main reason for this (aside from a points saving excercise) is that I reckon cellular energy isn't quickly or easily replenished... so draining your cells of their vitality takes a while to fully recharge. However, she should still be extremely effective for a few turns and it's rare combat will expand beyond that. P.S. I included EGO in the characteristics that go down with the END reserve both as a points save and as a kind of... ugh, weakening, can't focus... type of situation. Necrosia Player: Magmarock Val** Char*** Cost 13** STR 3 21** DEX 33 10/20** CON 0 16** BODY 12 13** INT 3 10/20** EGO 0 18** PRE 8 10/20** COM 0 * 4/8** PD 1 4/8** ED 2 5** SPD 19 5** REC 0 28** END 4 28** STUN 0 *6"**RUN02"**SWIM02 1/2"**LEAP0Characteristics Cost: 85 Cost** Power END ** * 5** Protective Costume: Armor (4 PD/4 ED) (12 Active Points); Limited Coverage 13- (-3/4), OIF (-1/2)* 0 40** Cellular-Energy Applications: Multipower, 120-point reserve, (120 Active Points); all slots Increased Endurance Cost (x5 END; -2)* 4m** 1) Necro I: EB 12d6 (60 Active Points)* 30 4m** 2) Necro II: EB 6 1/2d6, Variable Advantage (+1/2 Advantages; Limited Group of Advantages; AP, Penetrating, Explosion or Affects Desolid; +3/4) (58 Active Points)* 30 1u** 3) Necro V: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Costs Endurance (-1/2)* 25 3m** 4) Phaze I: Teleportation 25" (50 Active Points)* 25 2u** 5) Phaze II: Teleportation 17", No Relative Velocity, Position Shift (49 Active Points)* 25 2u** 6) Phase III: Teleportation 10", No Relative Velocity, x4 Noncombat, x8 Increased Mass (50 Active Points)* 25 2u** 7) Phase IV: Teleportation 4", No Relative Velocity, x8 Increased Mass, MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4) (49 Active Points)* 25 2u** 8) Phase V: Teleportation 5", No Relative Velocity, Position Shift, Armor Piercing (x2; +1) (50 Active Points)* 25 3m** 9) Force Field (20 PD/20 ED) (40 Active Points)* 20 50** Cellular Power Reserves: Endurance Reserve (500 END, 15 REC) Reserve: (65 Active Points); Side Effects (Side Effect always occurs whenever the character does some specific act; Whenever END Reserve is used under 100, 1d6 Drain STR, BODY & STUN; -1/4); REC: (15 Active Points); Does not work when character is unconcious, has not eaten or is at negative BODY (-1/2)* 0 22** Cellular Regeneration: Healing 1d6, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120). Does not Resurrect if END Reserve at zero.]* 0 ** * 20** Cellular Condition: (Total: 45 Active Cost, 20 Real Cost) +10 CON (20 Active Points); Only proportionate to END left in Reserve over 100 (-1), No Figured Characteristics (-1/2) (Real Cost: 8) plus +10 COM (5 Active Points); Only proportionate to END left in Reserve over 100 (-1) (Real Cost: 2) plus +10 EGO (20 Active Points); Only proportionate to END left in Reserve over 100 (-1) (Real Cost: 10) [Notes: So, at END 500, +10; 460, +9; 420, +8; 380, +7; 340, +6; ...etc... 140, +1; 100 and below, +0]* 0 ** * Powers Cost: 160 Cost** Skill 18** +6 Tight group of Necro MP Attacks* 3** Breakfall 13-* 3** Combat Piloting 13-* 16** Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 15-* 3** Bugging 12-* 3** Bureaucratics 13-* 3** Cryptography 12-* 3** Deduction 12-* 3** Electronics 12-* 9** Inventor 15-* 3** KS: High-Level Technology 12-* 2** Lockpicking 13- (3 Active Points); Conditional Power Power Does Not Work On Mechanical Locks (Only High-Tech Locking Mechanisms; -1/4)* 3** Spatial Navigation (Air, Other Spatial) 12-* 2** SS: Engineering 11-* 3** Security Systems 12-* 3** Shadowing 12-* 3** Stealth 13-* 2** Survival (Urban) 12-* 5** Systems Operation (Communications Systems, Dimensional Sensors, Sensor Jamming Equipment, Targeting) 12-* 6** TF: Common Motorized Ground Vehicles, Grav Vehicles/Hovercraft, Helicopters, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles* Skills Cost: 96 Cost** Talent 3** Absolute Range Sense* 3** Bump Of Direction* 3** Simulate Death* Talents Cost: 9 Total Character Cost: 350 Base Points: 200 Experience Required: 150 Total Experience Available: 0 Experience Unspent: 0
  17. Re: Lookin' for Darkseid in all the wrong places I'd probably agree on that... although I think Boom Tubes are a distinct ability from the Omega Beam abilities... I've never seen Darkseid open one with his eye-beams, which is where all the other effects emanate from. Does anyone have any examples of Darkseid's matter re-arranging abilities or his destroy-and-recreate-as-loyal-slaves ability? I'd muchly like to read up on them! END Reserve sounds good. Probably several hundred END, just under enough for two full power shots with a REC of about 5-10 should probably do it. Give it the personal disadvantage so if Darkseid's down and out it takes a while before he can cut loose with it again.
  18. Re: Deathstroke Superskrull: Well, the character will be fairly new, and we've come straight from a lower-powered genre so I imagine the first instinct will be just to burst in everywhere all guns blazing. So this Deathstroke guy is to teach them that they sometimes have to think tactically, so I imagine he'll beat them about for the first turn and then they'll start thinking about it and turn it around on him in the second. Vigil: Thanks for the write-up. Where'd it come from? Looks like a published book almost! Although I don't see your logic regarding Bat/Slade/Cap... as Bats would hand Cap his @ss in a fight, I don't know why you think Slade would beat Bats but not Cap! As well as that I think it's long established Bats is probably the premier hand to hand combatant in the DCU... even people who are better at him in MA usually get beat because he's stronger, more experience, sneakier or just because he cheats and uses gadgets on 'em!
  19. Re: Deathstroke No range penalties (+1/2) ??? The whole laser pointer thing wouldn't work if the Atom had his own mass anyway! I thought the point of it was that the force of the blast also resulted in him changing back to normal size? As for Black Canary, I imagine she needs to breathe/speak in order to be able to scream... however why she didn't just rip the bag off immediately is beyond me. Kyle's ring is keyed to him, has been for some time, although that may have changed. But it is willpower driven, so maybe there was some slight nonsense going on there! Personally I'm planning on designing a Deathstroke style NPC to give my PC supers a similar dressing down!
  20. Re: Lookin' for Darkseid in all the wrong places Superman has it follow him back to Darkseid before quickly flipping over him, thus the Omega-Effect strikes Darkseid... who survives obviously, but doesn't enjoy the experience. I can't remember off-hand where that happens, but it's in either the storyline where Superman loses his memory on Apokolips (way back just after the post-crisis relaunch!) or in Doomsday Returns, with the latter more likely. Supes performs the exact same trick during the Worlds at War storyline of a few years back, except this time he nips behind the Entropy Aegis which is a power armour suit made from one of Imperiex's probes and Apokoliptian technology. Again the suit survives. Other than that I don't think I've seen them used that often... the following are the only times I recall off-hand. Transporting Supes to Apokolips in the aforementioned post-relaunch storyline. The Finder Beams chase Clark out of the Daily Planet offices and down into the sewers until they finally hit him. Annihilating Batman in the Rock of Ages storyline. He doesn't dodge, they zip all round him, hit him, vapourise him. Hitting Hank Henshaw Cyborg-Superman in the Doomsday Returns storyline, twice... first time they hurt him bad but don't stop him. A later blast reduces him to a pellet which will apparently come in useful someday. Also in the Doomsday Returns storyline a recently injured Darkseid hit Doomsday with the Omega-Effect, it has virtually no effect on him. But Darkseid does comment that it hasn't had time to replenish of somesuch. As a further point there, I'm not sure if it's the Omega Effect or a Boom Tube, but Darkseid uses some method to transport Doomsday off-world. Think it was probably a Boom Tube though. Did anyone read that recent Supes/Bats/Supergirl nonsense on Apokolips with Batman riding about on giant dog-beasts and stuff? I did, but have blanked most of it from my mind. However, I do remember Darkseid showing up on Supes doorstep and blasting him with the Omega-Effect, only for Supergirl to jump in the way of the blast and get vapourised... I assume that she actually gets transported to Apokolips instead though as she seems to still be alive!
  21. Hi Steve, thanks in advance for taking the time to answer these queries. 1) Character B is 2" from a wall, and a direct line from wall to B to character A can be drawn. Character A accelerates for a Move Through on B, getting up to his full combat velocity (say 30" for this example.) Character B dodges the Move Through. By my understanding Character A is now 2" from the wall, travelling towards it at velocity 30"/phase, it would take him 6" to reduce his velocity to zero. On his next phase will Character A hit the wall with velocity 20"? 2) In a similar vein, if I make a full move (again say 30") on my phase, ending my phase travelling at 30"/phase, what happens on my next phase should I decide not to move because I want to perform a full phase action. Do I have to move a further 6" to deccelerate? If so am I forced to make a half move? 3) Again, if I have flight in a multipower and am travelling at full velocity (again, 30"/phase) and I am attacked, aborting to my Force Field (thus taking my points out of Flight) what happens to me? Am I assumed to be travelling along at the same velocity but also presumably falling? Are there any changes to my CV as my movement is now 'uncontrolled' so to speak? 4) Same scenario, running at full velocity 30"/phase and I'm stunned. 5) Slightly different scenario. I've got 20" of running (surprised you there!) and x64 NCM. I'm travelling at full non-combat velocity. Normally I have to slow down 20" per phase until I stop... however; Scenario A) I end phase X in the same hex as Villain A, on phase X+1 I decide not to bother with any movement actions and perform a full phase action to attack Villain A. Is this a valid decision? What happens to my CV's, presumably the continue to be at NCM values? What happens to my velocity? Does my sudden decision to stop moving result in my movement becoming uncontrolled? Obviously if I'm running at full speed I can opt just to 'stop running' (which will undoubtedly result in a fall and some pain!) rather than deccelerating. How does this work in Hero? Scenario Through Aborting, Suppress, Drain, running out of END, etc. my running power becomes unavailable or inoperable. Do I immediately stop? Does my velocity plough me on? Basically what happens!
  22. Re: Laughing gas Think these are both fairly straightforward... 1) 2d6 NND (Defence is appropriate immunity, LS: Self Contained Breathing or non-human physiology, +1), Does BODY (+1), Continuous (+1), Charges (6 Continuing Charges lasting for 1 Minute, +0), OAF (Laughing Gas Dispenser, -1), No Range (-1/2) [Active Points 40, Real Points 16] 2) 9d6 Mind Control, Continuous (+1), Set Effect (Do nothing but laugh uncontrollably, -1), Mental Power Based On CON (-1), Charges (6 Continuing Charges lasting for 1 Minute, +0), OAF (Laughing Gas Dispenser, -1), No Range (-1/2) [Active Points 90, Real Points 20] Better???
  23. Re: Lookin' for Darkseid in all the wrong places Yeah, I shoulda been clearer on the Cyborg part... not Vic Stone, the other one! Hank Henshaw!!! Who by all accounts was at least as tough as Supes. I seem to recall in the same series (The Return of Doomsday btw for those wanting a laugh!) Superman getting caught in a blast "equivalent to a thousand nuclear bombs" and feeling "warmth? sunlight? No residual effect of the blast... am I concussed?" Also, when Henshaw is hit by the Omega-Effect Supes is holding him and comments that it feels like his arms are on fire even though he wasn't the target. As for Omega beams having turn mode, I gave the ones from my example Advantage one automatically as they had the flight power. Though it should be a fairly tight turn mode given that they chased Superman all round the sewers in Metropolis and virtually did a 180 turn to loop back after he dodged them. On the other hand they seem limited as it's fairly easy to lure them into hitting Darkseid/Entropy Aegis or whatever other powerful thing is lurking about! If you want to use the summon approach consider giving your Summoned creature the sample Finder-Beam effect (the Mind Scan) from my example way back at the start of the thread of how I might construct them. It allows them to track almost any target, anywhere, without any need for tracking and PER rolls and all that junk.
  24. Re: Lookin' for Darkseid in all the wrong places The only problem with an all-or-nothing effect is that some characters have been shown as powerful enough to survive the Omega-Effect, and they weren't destroyed, but they were injured. Cyborg was such a character, and despite being heavily injured he was still functional. Doomsday also survived the Omega-Effect, admittedly at a reduced value as Darkseid didn't yet have full power again after blasting everything else! Also, am I right or wrong in thinking (can't remember where I got it from) that the destructive power of the Omega-Effect is actually Darkseid teleporting material from the Fire-Pits of Apokolips into his target? As for the turn mode thing, as the power has flight it has an inbuilt turn-mode already. I was talking about using advantages to make the turn mode better (which is almost essential given it's vast speed) or to eliminate the turn mode completely. Or whatever other effects are available in your campaign.
  25. Re: Lookin' for Darkseid in all the wrong places Thanks for the praise! As for UV, I've no idea as I don't have it at the moment! I never thought to ask how homing missiles and the like where constructed therein! Just a thought, I should probably add in some Turn Mode modifiers for that power... although I guess the ones from the movement powers should be fine! A lot of movement advantages could be good here actually!
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